RimWorld
Vanilla Factions Expanded - Insectoids 2
Komentarzy: 1 513
Sarg Bjornson  [autor] 13 stycznia o 11:22 
There isn't a public forum because it'd get completely swamped with inane questions, absurd drama, and overall uselessness. This is my personal opinion and not an official VE response :P

If we think we can answer things, we answer them here. For example, we have NO idea whether this works with X mod. You tell us
Big Iron Seph 13 stycznia o 11:15 
Gl with trying to get questions answered since there isnt a public forum available for most of the VFE and VFR
Morale -10 13 stycznia o 5:21 
Heey, do this work with better infestations continued or do this replace the vanilla insectoids?
Saberris 12 stycznia o 23:05 
Exiting out of the game and re-loading seems to have fixed the issue, so I guess if you come across the same issue in the future, try that first lol.
Saberris 12 stycznia o 22:28 
Interesting, I guess I didn't notice before but they also aren't actually building the structures that I place, it lets ME build them though.
Saberris 12 stycznia o 22:18 
Awesome, all of the jelly farms just broke because the maintenance does not actually "keep" them fixed, and the little bugs aren't doing anything to maintain them either.
Saberris 12 stycznia o 22:11 
I seem to be running into a glitch with jelly farms, or at least one of them so far, it keeps saying "deteriorating due to lack of maintenance", and I repair it fully, and it keeps deteriorating. It doesn't start the normal timer again, it just constantly deteriorates.
All of the little bugs are asleep right now so maybe it needs them to restart the timer? If that is the case, it really should not deteriorate as quick as it does, or they should not all be asleep at the same time.
Zerosinker 12 stycznia o 20:06 
@cormac I have one it lets me place dirt on tiles but testing it, the dirt cannot be built on sos hull tiles
Urbanvixen 12 stycznia o 16:02 
@BreadandRye - same question? (comment I just made to Tamomomma)
Urbanvixen 12 stycznia o 16:00 
@Tamomomma - Have you researched them? If not, look in the research window under Vanilla Expanded. It's way on the right.
Tamomomma 12 stycznia o 15:53 
I came here because I found out I can't build the thumpers. The thumpers are the whole reason so you can build more crap for the mod, without that function, it's like being locked out of 80% of the mod. Where the hell is the thumper, and why can't I build them?
Cormac 12 stycznia o 15:05 
@Zerosinker idk if it works, but try using a Terraforming mod to create normal soil on the space ship or the dev mode to place the soil. never tried it on a ship, but it might work
Zerosinker 11 stycznia o 18:42 
Hey so I did some testing with the SOS2 mod and discovered creep is completely incompatible with the ship hulls and even with the artificial soil that SOS2 provides

This was Also against another mod that "builds" artificial soil and the creep grows there just fine, so that means I won't be able to build an artificial bug hive in my spaceship :(
Nolan 10 stycznia o 21:54 
Love the mod, noticed the late game scaling on those thumpers is pretty weak and doesn't match up to mech events at all difficulty wise. I find a single defoliator with the group of mechs that come with it can solo many waves of the insects allowing me to farm cores basically for free. Lorewise I feel this shouldn't be the case, aren't insectoids created to kill mechs?
Tamm 10 stycznia o 1:34 
This mod is soo good thanks for your work.
Special thanks for adressing the dormant insects problem previous mod had.
BreadandRye 9 stycznia o 20:40 
I might be really dumb but the thumpers arent showing up in the insectoid tab even though the insectoid tab gets highlighted when i search "thumper" in the architect. how do i build the thumpers?
The Viral Divinity 9 stycznia o 17:58 
I think it's something in their logic, where they don't have the same "Job Reserved" logic that a pawn does, so that only one pawn does a job at a time. Instead, if something is very high priority, all the workers will try to fulfill it, rather than just one.
The Viral Divinity 9 stycznia o 17:50 
All signs seem to point at weird mob mentality with the workers. They still literally go out of their ways to swarm together over the same job lol, and most nights I've noticed they all sleep clustered together, probably where whatever the job that got them all focused was located.
BrokenDistance 9 stycznia o 17:03 
I know that Hives share Zones, but is there a way to make multiple Zones or Areas as we do for Pawns to restrict them? Is the intention to require shrinking/expanding the Zone whenever their allowed area changes? Or are there plans for this in the future?
BobGrey 9 stycznia o 15:33 
I never use VFE storytellers as I have a specific storyteller from another mod that goes based on tech level rather than wealth value. However, I do enjoy going through all of the storytellers (especially when I have new ones from new mods) to see what they do (and see if I can finally find another one worth using for my playstyle). Just now, I was doing just that when I noticed the Han guy has been renamed to remove the "Helldiver" from his name, replacing it with... "Horde-Mode"? Was this done due to legal issues from Sony, or because people kept comparing this mod to Helldrivers? I just thought that was interesting and it got me way too curious for my own good.

I do think removing "Mode" from the name would flow and sound much better. Simply "Han Horde." Also, is pronounced "H-ah-n" or "H-eh-n"?
Urbanvixen 9 stycznia o 7:36 
CONFLICT - A pawn with the VE:Lycans 'morph' ability and the VE: nsectoids 'Geneline' ability will get trapped in a permanent metapod when 'morph' is used.

This is a super niche conflict that basically only comes from children or custom xenotypes, so I'm not expecting it to get fixed. But I thought I oughta report anyway :)
Kaisergeese 8 stycznia o 23:45 
I freaking love how I can use my hive as a power generator in the mountains
Sarg Bjornson  [autor] 8 stycznia o 2:00 
That to be honest sounds like an Anomaly DLC bug. The labyrinth shouldn't grab animals willy-nilly
Ribera 8 stycznia o 1:58 
Warped obelisk teleport my colonist too labyrinth, and also spawned in labyrinth 3 black insectoid queens, after finish that 3 black queens starts spawning their children in quick interval on my map, that after few days i had so many animals on map that game became unplayable because of FPS/TPS
Matstar 8 stycznia o 0:16 
And the infected ship parts event also spawns way too much at high points. It almost rains all over the map. Can't you limit the number of fragments and increase the number of bugs inside after a certain point?
Matstar 8 stycznia o 0:14 
Burrows are set as impassable, so when the raid point is very high, bugs that spawn will get stuck between the burrows and cannot move.
The Viral Divinity 7 stycznia o 21:06 
My only solution, at least for right now, is to stack up a few shelves to make a large stockpile right next to where I'm processing, to store all of my wood, as opposed to a smaller stockpile just for that.
The Viral Divinity 7 stycznia o 20:30 
Idk, my problem with the workers seems to be when they take something from one stockpile and move it to a higher priority one, wood is the biggest one for me, I move it somewhere to turn it into chemfuel after moving it from main storage. Then they get slowly all caught in a loop where when the higher priority stockpile has just a few items missing, all the nearby insects take hauling that item as their job, one or two get there, fill it, then they all drop the wood.

Some do other jobs, and some try to clean it all up before the cycle repeats itself. No idea why this is happening in this colony, it wasn't in the previous one. I thought there was logic in place in Rimworld for pawns to be aware of another pawn doing a job to avoid "job overkill" like this, so idk what is happening, even the insect workers from the Mantodean mod are doing this, but my colonists don't.
Artalus 7 stycznia o 14:31 
@Oskar do you think there is a chance for a "Hive forbidden" area (kinda like "Giddy Up 2 Forked" has it to prevent colonists using mounts inside buildings), or any other means to prevent insects from going somewhere?

My specific use case for it: I put a training dummy from "Misc training" in front of a Hive wall, then made a small enclosed hive right behind it - so its scarabs would repair that wall when it gets damaged by shots. Instead, the other scarabs from other hives sometimes run in from the dangerous side and get injured.

This is probably very stupid, so no pressure if it won't be done - still a great mod, cheers! :D
Oskar Potocki  [autor] 7 stycznia o 13:57 
Zones are shared, yes.
Artalus 7 stycznia o 11:09 
I notice that Scarabs from hive X tend to leave their "designated" Hive Area and run off to some other Area if there is some work to do there - even if that Hive Area contains its own hive Y with its own Scarabs. Is this intended behavior?
Sarg Bjornson  [autor] 7 stycznia o 1:34 
Can't replicate that one
The Viral Divinity 7 stycznia o 1:22 
I've noticed a critical problem where my workers love to all take the same job and then get stuck in a loop. A perfect example is a kibble stockpile with a few pieces missing, instead of one worker insect taking the job and the rest doing other stuff, they all grab kibble and run to the stockpile, then the minute the first one fills it, they all go back.
Kaisergeese 6 stycznia o 22:44 
Hey, does anyone know if fighting the boss increase the difficulties of all future boss fight, or just the future boss fight of that particular geneline? Thanks!
meep34524 6 stycznia o 20:19 
anyone making new genelines? isopoda is the only one i've seen so far, and it's pretty good. just kind of weird that mechanoids get so much love.
Saberris 6 stycznia o 1:24 
For people having issues building things, you can build the original hives but pretty much everything else has to be built by the insects themselves, a key thing is that they need the resources nearby in order for THEM to supply and build it.

So you can place down the blueprint location, but they will need access to any jelly or other materials that those things might need to complete.
I built a storage container right next to the hive with a stockpile of jelly and they will pull it out and use it to build.
GrimblyGaming 5 stycznia o 19:53 
This mod is so funny. I'm using VFE tribals with the wild men scenario it adds in and after completing the tribal gathering, 2 gigamites joined the colony. And this was only 18 days in, so I just got two very helpful units in a time where I'm very weak.
PPePP 5 stycznia o 14:33 
When my insectoids fight while being 'recruited', if they get knocked down they SOMETIMES forget they're part from a hive and turn into normal-domesticated insectoids. someone else have this issue?
Flint Eastwood 4 stycznia o 22:24 
SWEET LIBERTY
The Viral Divinity 4 stycznia o 18:17 
Agreed, this is a good start but the mod needs more fine tuning before it's in a good place.
Ribera 4 stycznia o 3:27 
@Sarg
Just feedback.

- Let burned creep by overwritten by new creep, cause removing it is tedious.
- Toggable hive area, drawing new every raid to protect scarabs is also tedious (and hive area is not always respect if it too small i think)
- higher maintenance priority, hive buildings detoriated to zero, and scarabs were something in mind probably delivering
- Something to prevent chain reaction, because if all scarabs die, whole hive is destroyed which is annoying because scarabs are suicidal too much
Fuck You Specifically 4 stycznia o 2:57 
Could you please make it so Tendril's grow on polluted creeper?
Sarg Bjornson  [autor] 3 stycznia o 12:10 
All the update did was modify the cover of the hive doors, and the texture of the flammable bile
BioCORE 3 stycznia o 11:15 
After the update, the radius of the hives has increased and now you can't settle anywhere, he writes that you are near the hive and start the game in an infected area, while there is no hive within a radius of 30 cells, is there any way to fix this? Or roll back the version of the updated mod. :infect::infect::infect:
Arlington 2 stycznia o 15:32 
han horde-mode shows the time to next wave in real time instead of in game days

can you add a option to change that?
Ribera 2 stycznia o 5:24 
Insectoids do not respect hive area only in my game ?

I tried secure them from raid, but they anyway went for some stuff just to be killed
SgAres 2 stycznia o 4:30 
when will we get mechanoid expanded 2?
Oskar Potocki  [autor] 1 stycznia o 11:09 
Should be fixed now!
Ribera 1 stycznia o 8:01 
@blazescott202, i had same issue, i can fire through hive doors, but enemy cant see me, exploitable
blazescott202 1 stycznia o 5:16 
Are you supposed to be able to shoot through hive doors?